mkxp-freebird/src/quadarray.h

174 lines
3.4 KiB
C

/*
** quadarray.h
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef QUADARRAY_H
#define QUADARRAY_H
#include <QtGlobal>
#include "gl-util.h"
#include "globalstate.h"
#include "global-ibo.h"
#include "shader.h"
typedef uint32_t index_t;
#define _GL_INDEX_TYPE GL_UNSIGNED_INT
struct ColorQuadArray
{
QVector<Vertex> vertices;
VBO::ID vbo;
VAO::ID vao;
int quadCount;
ColorQuadArray()
: quadCount(0)
{
vbo = VBO::gen();
vao = VAO::gen();
VAO::bind(vao);
VBO::bind(vbo);
gState->bindQuadIBO();
glEnableVertexAttribArray(Shader::Color);
glEnableVertexAttribArray(Shader::Position);
glEnableVertexAttribArray(Shader::TexCoord);
glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset());
glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset());
glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::texPosOffset());
VAO::unbind();
IBO::unbind();
VBO::unbind();
}
~ColorQuadArray()
{
VBO::del(vbo);
VAO::del(vao);
}
void resize(int size)
{
vertices.resize(size * 4);
quadCount = size;
}
/* This needs to be called after the final 'append()' call
* and previous to the first 'draw()' call. */
void commit()
{
VBO::bind(vbo);
VBO::uploadData(vertices.size() * sizeof(Vertex), vertices.constData(), GL_DYNAMIC_DRAW);
VBO::unbind();
gState->ensureQuadIBO(quadCount);
}
void draw(uint offset, uint count)
{
VAO::bind(vao);
const char *_offset = (const char*) 0 + offset * 6 * sizeof(index_t);
glDrawElements(GL_TRIANGLES, count * 6, _GL_INDEX_TYPE, _offset);
VAO::unbind();
}
void draw()
{
draw(0, quadCount);
}
int count() const
{
return quadCount;
}
};
struct PointArray
{
QVector<Vertex> vertices;
VBO::ID vbo;
VAO::ID vao;
PointArray()
{
vbo = VBO::gen();
vao = VAO::gen();
VAO::bind(vao);
VBO::bind(vbo);
glEnableVertexAttribArray(Shader::Color);
glEnableVertexAttribArray(Shader::Position);
glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset());
glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset());
VAO::unbind();
VBO::unbind();
}
~PointArray()
{
VBO::del(vbo);
VAO::del(vao);
}
void append(const Vec2 &pos, const Vec4 &color)
{
Vertex vert;
vert.pos = pos;
vert.color = color;
vertices.append(vert);
}
void commit()
{
VBO::bind(vbo);
VBO::uploadData(vertices.size() * sizeof(Vertex), vertices.constData());
VBO::unbind();
}
void reset()
{
vertices.clear();
}
void draw()
{
VAO::bind(vao);
glDrawArrays(GL_POINTS, 0, count());
VAO::unbind();
}
int count()
{
return vertices.count();
}
};
#endif // QUADARRAY_H